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AiFollow. Npc get stuck often (no stuck dtection yet)
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parent
f41f08c352
commit
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3 changed files with 51 additions and 3 deletions
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@ -3,7 +3,7 @@
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#include "movement.hpp"
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#include "../mwworld/class.hpp"
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#include "../mwworld/timestamp.hpp"
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#include "../mwbase/world.hpp"
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#include "../mwbase/environment.hpp"
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#include "../mwbase/mechanicsmanager.hpp"
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@ -87,6 +87,7 @@ namespace MWMechanics
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mPathFinder = mPathFinder2;
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}
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}
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ESM::Pathgrid::Point lastPt = mPathFinder.getPath().back();
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mPathFinder.checkPathCompleted(pos.pos[0],pos.pos[1],pos.pos[2]);
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@ -1,12 +1,16 @@
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#include "aifollow.hpp"
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#include <iostream>
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#include "../mwbase/world.hpp"
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#include "../mwbase/environment.hpp"
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#include "../mwworld/class.hpp"
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#include "movement.hpp"
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MWMechanics::AiFollow::AiFollow(const std::string &actorId,float duration, float x, float y, float z)
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: mDuration(duration), mX(x), mY(y), mZ(z), mActorId(actorId)
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{
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}
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MWMechanics::AiFollow::AiFollow(const std::string &actorId,const std::string &cellId,float duration, float x, float y, float z)
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: mDuration(duration), mX(x), mY(y), mZ(z), mActorId(actorId), mCellId(cellId)
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: mDuration(duration), mX(x), mY(y), mZ(z), mActorId(actorId), mCellId(cellId), mTimer(0), mStuckTimer(0)
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{
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}
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@ -17,8 +21,44 @@ MWMechanics::AiFollow *MWMechanics::AiFollow::clone() const
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bool MWMechanics::AiFollow::execute (const MWWorld::Ptr& actor,float duration)
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{
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const MWWorld::Ptr target = MWBase::Environment::get().getWorld()->getPtr(mActorId, false);
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mTimer = mTimer + duration;
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mStuckTimer = mStuckTimer + duration;
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mTotalTime = mTotalTime + duration;
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if(mTotalTime > mDuration) return true;
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ESM::Pathgrid::Point dest;
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dest.mX = target.getRefData().getPosition().pos[0];
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dest.mY = target.getRefData().getPosition().pos[1];
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dest.mZ = target.getRefData().getPosition().pos[2];
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if(mTimer > 0.25)
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{
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ESM::Pathgrid::Point lastPos = mPathFinder.getPath().back();
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if((dest.mX - lastPos.mX)*(dest.mX - lastPos.mX)
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+(dest.mY - lastPos.mY)*(dest.mY - lastPos.mY)
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+(dest.mZ - lastPos.mZ)*(dest.mZ - lastPos.mZ)
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> 100*100)
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mPathFinder.getPath().push_back(dest);
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mTimer = 0;
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}
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ESM::Position pos = actor.getRefData().getPosition();
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float zAngle = mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1]);
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MWBase::Environment::get().getWorld()->rotateObject(actor, 0, 0, zAngle, false);
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if((dest.mX - pos.pos[0])*(dest.mX - pos.pos[0])+(dest.mY - pos.pos[1])*(dest.mY - pos.pos[1])+(dest.mZ - pos.pos[2])*(dest.mZ - pos.pos[2])
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< 100*100)
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MWWorld::Class::get(actor).getMovementSettings(actor).mPosition[1] = 0;
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else
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MWWorld::Class::get(actor).getMovementSettings(actor).mPosition[1] = 1;
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std::cout << "AiFollow completed.\n";
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return true;
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return false;
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}
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int MWMechanics::AiFollow::getTypeId() const
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@ -3,6 +3,7 @@
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#include "aipackage.hpp"
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#include <string>
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#include "pathfinding.hpp"
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namespace MWMechanics
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{
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@ -24,6 +25,12 @@ namespace MWMechanics
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float mZ;
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std::string mActorId;
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std::string mCellId;
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float mTimer;
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float mStuckTimer;
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float mTotalTime;
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PathFinder mPathFinder;
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};
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}
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#endif
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